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Sonic Colors/Lost World Wisps Plus The jump abilities *V0.9 UPDATE* Details »»
Sonic Colors/Lost World Wisps Plus The jump abilities *V0.9 UPDATE*
Version: 0.9, by SSG3 (A big fan of Amy rn) SSG3 is offline
Developer Last Online: Nov 2017

Category: Version: SRB2 Rating: (2 votes - 2.80 average)
Released: 07-20-2015 Last Update: Never Installs: 6
Characters Single Player Levels Multiplayer Levels SOCs Scripts Re-Useable Content Sprites/Graphics Is in Beta Stage

WARNING:In sofware mode under an unsupported resolution, the hud, for some reason, is buggy, but that doesn't affect gameplay in any way. It's Recommended to go to a multiple of 320X200 otherwise the HUD will have issues! (demonstrated in the gifs, but OpenGL draws the hud correctly under any resolution)

This Shouldn't be confused with "Sonic Colours Blast 2", and it isnt related to this project whatsoever.
Wisps? From lost world and colors? Why not?

This adds a few wisps from Sonic Lost World and Colors. However, they can only be used by Sonic. Custom 2 activates them, and Custom 3 switches the slots around.

Here are the list of usable wisps so far (this is subject to change):

Spoiler: Indigo Asteroid
Asteroid controls: Press Spin while jumping to hover in the air, while still being able to perform your thok. You jump slightly higher while transformed and lasts 14 seconds (unless you grab another before time runs out)


Spoiler: Orange Rocket
Orange Rocket, when used, makes you lose all momentun and fly vertically upwards at a fixed speed. Holding Jump makes you fly up faster. This only lasts 3 seconds, and can be useful for Sonic to gain access to Knuckles's THZ1 (you need two wisps in different areas to do so, though)


Spoiler: Yellow Drill (EARLY BETA)
as the sprites are incomplete, Yellow Drill uses my Red Star-Styled movement and Sonic's sprites to allow you to "swim" underwater while preventing you from drowning, but as of now, you can't go faster or slow down. Jump makes you swim up, and Spin makes you swim down, while you move at your current angle forwards at a fixed speed. This lasts for 14 seconds or until you get out of the water/goop.


Spoiler: Red Burst
Press and hold jump to charge up your jump. The more you charge, the higher you jump. This can also be used in midair infinitely!


Spoiler: *NEW*Cyan Laser
Press custom 2 once to aim. Your current angle will determine where you go. Press jump and spin to control the up and down trajectory. Press custom 2 again to fire. If you don't get another wisp or get to a laser "diamond" that changes your wisp timer, this lasts 1 second.

For those of you wanting to use the laser diamond to replenish the wisp timer, it's maximum is 14*TICRATE, The wisp timer will deplete by 14 each tic, rather than lasting 14 seconds.


Planned Wisps:
Green Hover (The values are there, but the object and the functions aren't)
Crimson Eagle

By the way, the object types to spawn through spawnobject are:

MT_ASTEROIDBOX
MT_ROCKETBOX
MT_DRILLBOX
MT_BOOSTBOX
MT_BURSTBOX
MT_LASERBOX
MT_ASTEROIDPLACEHOLDER
MT_ROCKETPLACEHOLDER
MT_DRILLPLACEHOLDER
MT_BOOSTPLACEHOLDER
MT_BURSTPLACEHOLDER
MT_LASERPLACEHOLDER

There's also MT_ASTEROIDDEBRIS, which is (you guessed it) the Asteroid blocks that circle you. (You're probably asking why you're invincible while transformed as Asteroid. It's to prevent you from being hurt by them, of course, as they're just using P_SpawnMobj as of now. I can't use P_TeleportMove, as they don't move. Suprisingly that doesn't crash the LUA)

MT_BURSTEFFECT1 is the fire around burst.

Credits to redy who initially ripped the asteroid callout from the 3DS! However, I've managed to get ahold of the callout in Sonic: Lost World's files, so now redy's rip goes unused and removed.

MotdSpork allowed me to use his double jump/homing thok in this wad, which you can see i've modified to give infinite water jumps ala Wii colours

V0.9: *NEW* UPDATES:
Players can no longer use boost multiple times in the air.
A second wisp slot has been added. Press custom 3 to switch the wisps in the slots.
A whole bunch of new commands have been added:
Code:
wisp_allowsuperfly: [SERVER/GAME ADMIN ONLY] toggles Super Sonic's Super Fly on or off. Affects all players
wisp_ringdrain: [SERVER/GAME ADMIN ONLY] toggles the mass ring drain when boosting as Super Sonic. Affects all players
wisp_cheats: [SERVER/GAME ADMIN ONLY] toggles cheat mode on and off. When on, you can use some commands that require this to be on
wisp_endlessboost: toggles endless boost mode. Affects you only.
wisp_spinability:  <number>: change your midair spin ability
DEFAULT: 0 [Disable]
Values:
0 - Nothing
1 - Sonic Mania/Forces Drop Dash (Hold spin until you hit the ground. The faster the fall, the faster the dash)
2 - Modernabilities'/Sonic Colours' Stomp Attack (cancellable via jumping when underwater)
3 - Lost World's Bounce attack.
All of the abilities above were marked as re-usable content, but credits go to the original owners for making these.

wisps_grantwisp <wisp>: give yourself a wisp. Calling this on a wisp that you're currently transformed as refills the timer.
Valid wisps: laser, drill, rocket, burst, asteroid

wisp_nonights: [CHEATS MUST BE ENABLED TO USE THIS] If you're in nights mode and want to get out, use this command. When nights mode is off, you can use wisps and your abilities like normal!
Boost wisps give super sonic 5 rings when collected

Bugfixes have been made to the TUTORIAL map, plus some mismatching textures.

For those of you wondering about Wisps_0.9-skin.wad, that's a wad where it adds the skin "wispsonic". Suggested and created by Gemini, the wad makes a second "sonic" that utilises the use of the wisps, leaving the vanilla sonic untouched. the icon, HUD name and stats are still the same, even down to the sprites of V2.0-2.1.19 Sonic, so MotorRoach, the creator of F-Sonic, won't break our legs about it.



Spoiler: Changelog
V0.9:
Players can no longer use boost multiple times in the air.
A second wisp slot has been added. Press custom 3 to switch the wisps in the slots.
A whole bunch of new commands have been added:
Code:
wisp_allowsuperfly: [SERVER/GAME ADMIN ONLY] toggles Super Sonic's Super Fly on or off. Affects all players
wisp_ringdrain: [SERVER/GAME ADMIN ONLY] toggles the mass ring drain when boosting as Super Sonic. Affects all players
wisp_cheats: [SERVER/GAME ADMIN ONLY] toggles cheat mode on and off. When on, you can use some commands that require this to be on
wisp_endlessboost: toggles endless boost mode. Affects you only.
wisp_spinability:  <number>: change your midair spin ability
DEFAULT: 0 [Disable]
Values:
0 - Nothing
1 - Sonic Mania/Forces Drop Dash (Hold spin until you hit the ground. The faster the fall, the faster the dash)
2 - Modernabilities'/Sonic Colours' Stomp Attack. (cancellable via jumping when underwater)
3 - Lost World's Bounce attack.
All of the abilities above were marked as re-usable content, but credits go to the original owners for making these.

wisps_grantwisp <wisp>: give yourself a wisp. Calling this on a wisp that you're currently transformed as refills the timer.
Valid wisps: laser, drill, rocket, burst, asteroid

wisp_nonights: [CHEATS MUST BE ENABLED TO USE THIS] If you're in nights mode and want to get out, use this command. When nights mode is off, you can use wisps and your abilities like normal!
Boost wisps now give Super Sonic 5 rings when collected

Bugfixes have been made to the TUTORIAL map, plus some mismatching textures.

V0.8 - Hangout update for TUTORIAL Zone:
A new ramp area has been added. This area demonstrates the use of one of the custom 443 functions. requires an invisible FOF over the sector floor in question to use. linedef tag is the jump height the player will be launched at. This value automatically is multiplied by FRACUNIT.

An area to demonstrate Drill's use underwater has been added. Use it as you please!

An... Athletics track has been added. This is the only "Indoor" area of the map, and is great for racing friends to see who's the fastest one of them all.

An entirely new area called the Hangout area has been added. Here, players can hangout with others. The area is populated with wisps that you can use there, and is open enough to house any object/boss players want to spawn with terminal/objectplace/super debug. There's 3 alcoves going to each of the 3 areas mentioned above, also.

For players who can't finish TUTORIAL Zone, don't despair! A custom Floor-touch linedef (443 again, but tag is how high the player jumps, multiplied by FRACUNIT) is there for players who can't make it normally, like Robo-hood or Metal Sonic

V0.7 - Added the Laser wisp, laser diamond and wisp spawn points for all vanilla Co-op maps
Added the Sonic Bot
Added the Sonic & Sonic Character select option
Added after-images to the boost
Added a Supernova explosion to the Burst wisp.
Added player icons to Singleplayer only
Added Wisp Storage, where you can store a wisp whilst using another
Removed the ability to use wisps whilst super
Removed the ability to store wisps whilst super
Removed the ability to get wisps when you're able to turn super (apart from the bot)
Wisps are now able to respawn, making it co-op friendly
Added an ambient sound to Asteroid

V0.6 - Added some things and fixed a typo in P_IsObjectinGround (needed to be P_IsObjectOnGround, lol)

V0.5.1 - Quick fix to interacting with spikes, plus nerfing asteroid's FOF breaking ability a bit.

V0.5 - Added Boost and Burst, and also some bugfixes relating to finishing the level.

V0.4 - Beta update which allows asteroid to break FOFs with ease

V0.3 - initial release

Download Now

File Type: zip Wisps V0.9.zip (16.90 MB, 141 views)

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Old 09-23-2015   #22
Redy
 
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Originally Posted by SSG3 View Post
Beta 0.4 released. Check the changelog for details.
who helped you was me.. whatever, im going to see this beta right now
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Old 02-01-2016   #23
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Sorry for not updating for so long, but I've been working on a graphical update for the wisps, HUD-wise. If anyone is willing to give me the horizontal, vertical and diagonal drill sprites that I need, I'd be willing to use them in the next update.
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Old 02-08-2016   #24
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V0.5 is out. Check the changelog for details.

You may notice that the HUD isn't updated. I decided against an update for that, so the HUD is staying as is.
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Last edited by SSG3; 02-08-2016 at 08:05 PM.
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Old 02-10-2016   #25
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V0.5.1 Bugfix is out. Credits to MotdSpork for finding the bug relating to interacting with spikes. Check the changelog for details.
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Old 02-11-2016   #26
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V0.6 is out. Check the changelog for details.
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Old 02-15-2016   #27
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I LOVE this wad. The wisps work as they should and the boost is the best one I've used so far (because it doesn't break analog controls, heh)

I have a rip of the Sonic Colors boost HUD if you need it (for making the wisp timer or changing the sprite when a wisp is active)


Also, I have to say, the Roger voice is a nice touch. You don't see stuff like that very often.
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Old 02-17-2016   #28
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Originally Posted by HeroLarcio View Post
I LOVE this wad. The wisps work as they should and the boost is the best one I've used so far (because it doesn't break analog controls, heh)
Why, thank you! I'm considering increasing the max speed of boost a bit, so stay on your feet. (Get it? Because the boost will be faster and harder to control?)

Quote:
Originally Posted by HeroLarcio View Post
I have a rip of the Sonic Colors boost HUD if you need it (for making the wisp timer or changing the sprite when a wisp is active)
Thanks for your contribution, but I think the current hud works perfectly fine tbh. I might consider using this, though...

Quote:
Originally Posted by HeroLarcio View Post
Also, I have to say, the Roger voice is a nice touch. You don't see stuff like that very often.
Oh, I just love to add the feel of colours where I can, and I'm considering making drill usable in the ground. I'll keep updating as regularly as I can.
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Old 02-18-2016   #29
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also something you might want to fix, the asteroid debris can hurt other players in coop...kinda annoying when killed by it on last life :l
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Old 02-23-2016   #30
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That's intended, not a bug. I might consider nerfing that if it gets on other players' nerves.
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Old 02-26-2016   #31
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Quote:
Originally Posted by ManimiFire View Post
It's spawn in a map?
I'm taking your advice on that one. Not so long now until V7 gets published, since I'm about 80% done with the updates.

Speaking of updates, the next update will include:
-Respawning Wisp Boxes
-Wisps incorporated in the vanilla co-op maps
-Others that I'm not gonna give spoilers to, since they're so secret, even the guys at #srb2fun don't know what it is. But I can hint it by saying this: "It's the wisp you've all been waiting for..."
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Old 02-27-2016   #32
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Alright, first thing's first, when I added your script in the middle of a netgame I got two errors on lines 37 and 73 of the HUD lump regarding arithmetic being performed on nil variables. Please initialize your variables properly. Moving on.

I don't like how you included your Colors abilities in as the default. Your post stated that you included wisps, not complete Colors gameplay. I highly suggest making a command to turn this off, especially since your double jump/homing thok implementation is imperfect and somewhat buggy.

So, I first tried out your rocket wisp and... eh, it works. The controls are extremely awkward in comparison. In Colors, you hold down the activation button to charge rocket and release to blast off. Why do I have to hold jump here? I was stuck for a good ten minutes trying to make this wisp work. Along with that, the animation (or lack of one) is kind of screwed up as well. Wisps don't work instantly at all in the original game, each one of them has a slight delay before activating. That's not good for a mod attempting to recreate the game. Another thing that really irks me is how the charge bar fills up the complete wrong way. Ideally, the bar should start filled, and drain from right to left as a clear indicator. You did it right with boost, why not here?

Next, I tried the drill wisp. This one was better than rocket, but it's kinda lame since you can only use it underwater. I'm not gonna blame you for that, there's nothing you can do about it really. I will say that it would have been cool to have drill specific sprites instead of super frames, but sprites are indeed a pain to draw.

I gave asteroid a shot after. Not much to say here. It was pretty damn lame. Essentially just Sonic or whoever you're playing as with two asteroids surrounding them, plus the Super Sonic float. I'm not a fan of Sonic Lost World and thought the wisps added there were pretty damn bad, so if I were you I wouldn't have included this at all.

I tried burst next. That was... interesting, to say the least. Kind of overpowered since you can't take damage and essentially get a moon jump, but better than asteroid by a long shot. I have no idea if it's accurate to the original game though, as I haven't played the DS version of Sonic Colors.

I decided to experiment around with the standard modern Sonic abilities you made as well, and was pretty disappointed. The boost only works when you hold down a direction, which is behavior completely different from the original game. Not to mention the boost is supposed to expire shortly after using it in mid air. You also made it so that collecting rings could add to your boost gauge, which is exactly the opposite of how boost works in Colors. The only ways to gain boost in Colors are through white wisp capsules or destroying badniks. In other words, not rings. Destroying badniks here doesn't give you anything. In regards to speed, it feels fine. Controllable, but not too fast. At the same time, the lack of speed also makes it nowhere near as fun, which kind of makes me wonder why it's here. You also have something in there that seems to increase the player's jumpfactor when boosting which is... not accurate to any Sonic game I've ever played. Was this done to overpower the player even more? They already have a double jump to begin with, not to mention running on water while using it! I dunno, I can't find this kind of boost enjoyable. It might be overpowered but using it just isn't nearly fluid enough to be fun.


Most of my post focused on accuracy to Sonic Colors, I'm aware. If you want to do your own thing with this mod rather than emulate the game (as it appears you wanted to do), then that's great! Mention the fact that you're deviating though, as many will expect this to work identically to the original game (see: inu's rocket script) whereas this is far from it. There are parts of this mod that are better than others and it isn't buggy for the most part, but this just... isn't fun. I really liked the wisp abilities in Colors but I couldn't enjoy a single one of them here, nor could I enjoy the modern Sonic abilities. The gifs made me want to stay away from this mod for a while, and now I see why. I dunno, maybe if you ironed out all the kinks, I could see myself coming back to this, but in its current state? Not at all. There was potential here, but it wasn't met, and that seriously disappointed me.
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Last edited by Wolfy; 02-27-2016 at 12:14 AM.
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Old 02-28-2016   #33
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Like I said to other people in my server before, I've tried to replicate these as much as my lua knowledge can get me, so some aspects aren't perfect... Nonetheless, people seem to enjoy it. And about that... initialising variables thing... those lines ARE the initialisers, as they're declared as local variables, something I can't really fix without help.

Also,

It's coming.... soon!
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Old 03-01-2016   #34
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And about that... initialising variables thing... those lines ARE the initialisers, as they're declared as local variables, something I can't really fix without help.
Yes, they're being initialized. No, you're not doing it properly. There are plenty of examples of how to do it the right way here on the message board. Take a look at those and give it another shot. Good examples are Shadow, Badz' LightDash script, and FSX's Vampirism Challenge.
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Old 03-01-2016   #35
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There are plenty of examples of how to do it the right way here on the message board. Take a look at those and give it another shot.
I'll try, but you'll have to put up with this for now until V7 is out, ok?
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Old 03-30-2016   #36
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Why do I have to hold jump here?
Well, how else would players control their flight path? I made it easier for them to not overshoot their target by controlling it to a degree . Also, I tried the original colours, you don't have to hold the wisp use button to charge up. I was trying to get that more accurate to its behavior in Sonic Generations.

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Wisps don't work instantly at all in the original game, each one of them has a slight delay before activating. That's not good for a mod attempting to recreate the game.
Objection! DS Sonic Colours activated theirs immediately upon use, which is what I recreated here. Please, no offence, but think twice before posting.
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Old 03-30-2016   #37
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Well, how else would players control their flight path? I made it easier for them to not overshoot their target by controlling it to a degree . Also, I tried the original colours, you don't have to hold the wisp use button to charge up. I was trying to get that more accurate to its behavior in Sonic Generations.



Objection! DS Sonic Colours activated theirs immediately upon use, which is what I recreated here. Please, no offence, but think twice before posting.
Using 'no offense' to take jabs at people is a really bad policy. Don't do that.

Sonic Colors DS was not 3D whereas Sonic Colors Wii is, so you should use the latter as a reference for the wisps (considering SRB2 is... also in 3D)


As a side note, you should stop taking people's advice as if it was meant to insult you. I've done that before, it's not smart. Trust me.
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Old 03-31-2016   #38
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Originally Posted by Potatosack View Post
Using 'no offense' to take jabs at people is a really bad policy. Don't do that.

Sonic Colors DS was not 3D whereas Sonic Colors Wii is, so you should use the latter as a reference for the wisps (considering SRB2 is... also in 3D)


As a side note, you should stop taking people's advice as if it was meant to insult you. I've done that before, it's not smart. Trust me.

Lost World 3DS activated wisps instantly, though.
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Old 03-31-2016   #39
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Originally Posted by SSG3 View Post
Also, I tried the original colours, you don't have to hold the wisp use button to charge up. I was trying to get that more accurate to its behavior in Sonic Generations.
Yeah, my mistake. Though, either way, the degree of movement you get is practically useless.

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Objection! DS Sonic Colours activated theirs immediately upon use, which is what I recreated here. Please, no offence, but think twice before posting.
Quote:
Originally Posted by Wolfy
I have no idea if it's accurate to the original game though, as I haven't played the DS version of Sonic Colors.
Please, read my post before you complain.
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Old 03-31-2016   #40
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In Generations, you had to hold the button to store up power, the longer you held, the faster and higher you'd shoot up. If you held for too long, the wisp would run out before blasting off. In Colors, it's all automated.
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Old 04-01-2016   #41
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Originally Posted by Potatosack View Post
As a side note, you should stop taking people's advice as if it was meant to insult you. I've done that before, it's not smart. Trust me.
Gotcha. I'll try not to react to something like this that bad next time.
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